<?xml version="1.0"?>
<!-- Created with the FfH editor by Kael -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Global Defines -->
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    <Define>
        <DefineName>SPELL_RESIST_CHANCE_MIN</DefineName>
        <iDefineIntVal>5</iDefineIntVal>
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    <Define>
        <DefineName>TREANT_SPAWN_CHANCE</DefineName>
        <iDefineIntVal>5</iDefineIntVal>
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    <Define>
        <DefineName>WRATH_CONVERT_CHANCE</DefineName>
        <iDefineIntVal>50</iDefineIntVal>
    </Define>
    <Define>	<!-- AI variables to allow easy AI tweaking -->
	<!-- War success value of capturing a city.  BBAI default: 25, BTS 10 -->
	<DefineName>WAR_SUCCESS_CITY_CAPTURING</DefineName>
	<iDefineIntVal>25</iDefineIntVal>
    </Define>
	<Define>
		<!-- Ratio of enemy power to team power for AI to consider running TURTLE (all out defense, no offensive forays) strategy.  
		Equal power would be 100.  BBAI default: 250 -->
		<DefineName>BBAI_TURTLE_ENEMY_POWER_RATIO</DefineName>
		<iDefineIntVal>250</iDefineIntVal>
	</Define>
	<Define>
		<!-- Minimum stack strength ratio at which AI will attack enemy city it is next to, higher means less suicide.  BTS default: 120 -->
		<DefineName>BBAI_ATTACK_CITY_STACK_RATIO</DefineName>
		<iDefineIntVal>120</iDefineIntVal>
	</Define>
    <Define>
		<!-- Minimum attack odds of best attacker for AI to skip bombarding a city and just attack.  BBAI default: 12 -->
	<DefineName>BBAI_SKIP_BOMBARD_BEST_ATTACK_ODDS</DefineName>
	<iDefineIntVal>12</iDefineIntVal>
    </Define>
    <Define>
	<!-- Base ratio of stack strengths for AI considering skipping bombard and just attacking enemy city.
	This ratio is reduced by the AI's best attacker odds and how long it will take to bombard the city.
	Lower means AI will more readily skip bombarding.  BBAI default: 300 -->
	<DefineName>BBAI_SKIP_BOMBARD_BASE_STACK_RATIO</DefineName>
	<iDefineIntVal>300</iDefineIntVal>
    </Define>
    <Define>
	<!-- Minimum stack strength ratio for AI to skip bombarding city and just attack, higher is more conservative.  BBAI default: 140 -->
	<DefineName>BBAI_SKIP_BOMBARD_MIN_STACK_RATIO</DefineName>
	<iDefineIntVal>140</iDefineIntVal>
    </Define>
        <Define>
	<!-- Approximate fraction by number of units of attack stacks which AI aims to consist of bombard units.  BBAI default: 20 -->
	<DefineName>BBAI_BOMBARD_ATTACK_STACK_FRACTION</DefineName>
	<iDefineIntVal>10</iDefineIntVal>
    </Define>
    <Define>
        <DefineName>BONUS_MANA</DefineName>
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        <DefineTextVal>BONUSCLASS_RAWMANA</DefineTextVal>
    </Define>	
    <Define>
        <DefineName>FLAMES_EXPIRE_EFFECT</DefineName>
        <DefineTextVal>FEATURE_FOREST_BURNT</DefineTextVal>
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    <Define>
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        <DefineTextVal>FEATURE_FLAMES</DefineTextVal>
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    <Define>
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        <DefineTextVal>IMPROVEMENT_SMOKE</DefineTextVal>
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    <Define>
        <DefineName>SLAVE_UNIT</DefineName>
        <DefineTextVal>UNIT_SLAVE</DefineTextVal>
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        <DefineTextVal>PROMOTION_GREAT_COMMANDER</DefineTextVal>
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    <Define>
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    <Define>
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    <Define>
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    <Define>
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    <Define>
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    <Define>
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	<Define>	
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		<DefineName>BUILDING_FREAK_SHOW</DefineName>
        <DefineTextVal>BUILDING_FREAK_SHOW</DefineTextVal>
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        <DefineTextVal>CIVILIZATION_KHAZAD</DefineTextVal>
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        <DefineTextVal>FEATURE_FLOOD_PLAINS</DefineTextVal>
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        <DefineName>JUNGLE_FEATURE</DefineName>
        <DefineTextVal>FEATURE_JUNGLE</DefineTextVal>
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        <DefineName>FEATURE_FOREST_ANCIENT</DefineName>
        <DefineTextVal>FEATURE_FOREST_ANCIENT</DefineTextVal>
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	<Define>	
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        <DefineTextVal>PROMOTION_LIFE1</DefineTextVal>
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        <DefineTextVal>SPELL_PIRATE_COVE</DefineTextVal>
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        <DefineTextVal>PROMOTION_CHANNELING1</DefineTextVal>
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	<Define>	
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	<Define>	
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    </Define>		
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        <DefineName>TECH_BRONZE_WORKING</DefineName>
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	<Define>	
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        <DefineTextVal>TERRAIN_TUNDRA</DefineTextVal>
    </Define>
	<Define>	
		<DefineName>TERRAIN_SNOW</DefineName>
        <DefineTextVal>TERRAIN_SNOW</DefineTextVal>
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    <Define>
        <DefineName>TERRAIN_GRASS</DefineName>
        <DefineTextVal>TERRAIN_GRASS</DefineTextVal>
    </Define>	
   <Define>
        <DefineName>TECH_TAXATION</DefineName>
        <DefineTextVal>TECH_TAXATION</DefineTextVal>
    </Define>
	<Define>	
		<DefineName>TECH_WAY_OF_THE_EARTHMOTHER</DefineName>
        <DefineTextVal>TECH_WAY_OF_THE_EARTHMOTHER</DefineTextVal>
    </Define>
	<Define>	
		<DefineName>TECH_FESTIVALS</DefineName>
        <DefineTextVal>TECH_FESTIVALS</DefineTextVal>
    </Define>	
	<Define>	
		<DefineName>PYRE_ZOMBIE_UNIT</DefineName>
        <DefineTextVal>UNIT_PYRE_ZOMBIE</DefineTextVal>
    </Define>	
	<Define>	
		<DefineName>UNIT_PRIEST_OF_LEAVES</DefineName>
        <DefineTextVal>UNIT_PRIEST_OF_LEAVES</DefineTextVal>
    </Define>		
	<Define>	
		<DefineName>UNIT_FIREBALL</DefineName>
        <DefineTextVal>UNIT_FIREBALL</DefineTextVal>
    </Define>
	<Define>	
		<DefineName>UNITCLASS_FREAK</DefineName>
        <DefineTextVal>UNITCLASS_FREAK</DefineTextVal>
    </Define>		
	<Define>	
		<DefineName>UNITCLASS_SCOUT</DefineName>
        <DefineTextVal>UNITCLASS_SCOUT</DefineTextVal>
    </Define>
	<Define>	
		<DefineName>UNITCLASS_VAMP</DefineName>
        <DefineTextVal>UNIT_VAMPIRE</DefineTextVal>
    </Define>
	<Define>	
		<DefineName>UNITCLASS_VAMPLORD</DefineName>
        <DefineTextVal>UNIT_VAMPIRE_LORD</DefineTextVal>
    </Define>
	<Define>	
		<DefineName>UNITCLASS_GOVANNON</DefineName>
        <DefineTextVal>UNITCLASS_GOVANNON</DefineTextVal>
    </Define>		
	<Define>	
		<DefineName>UNITCLASS_LOKI</DefineName>
        <DefineTextVal>UNITCLASS_LOKI</DefineTextVal>
    </Define>
	<Define>	
		<DefineName>UNITCLASS_RANTINE</DefineName>
        <DefineTextVal>UNITCLASS_RANTINE</DefineTextVal>
    </Define>
	<Define>
		<DefineName>USE_MODDERS_PLAYEROPTION_1</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>	
	<Define>
		<DefineName>GAMEFONT_TGA_RELIGIONS</DefineName>
		<iDefineIntVal>46</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>RANDOM_PROMOTION_CHANCE_FROM_BONUS</DefineName>
		<iDefineIntVal>3</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>SPELL_ENTERTAIN</DefineName>
       		<DefineTextVal>SPELL_ENTERTAIN</DefineTextVal>
   	</Define>
	<Define>
    		<DefineName>SPELL_GIFT_VAMPIRISM</DefineName>
        	<DefineTextVal>SPELL_GIFT_VAMPIRISM</DefineTextVal>
   	</Define>

	<Define>
        <DefineName>USE_NEW_AI_FOUNDVALUE_FUNCTION</DefineName>
        <iDefineIntVal>0</iDefineIntVal>
    </Define>

<Define>
<!--
 Better BTS AI: Allow AI to use Space victory strategy logic if space race victory is enabled 
-->
<DefineName>BBAI_VICTORY_STRATEGY_SPACE</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>

<Define>
<!--
 Better BTS AI: Allow AI to use Conquest victory strategy logic if conquest victory is enabled  
-->
<DefineName>BBAI_VICTORY_STRATEGY_CONQUEST</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>

<Define>
<!--
 Better BTS AI: Allow AI to use Domination victory strategy logic if domination victory is enabled  
-->
<DefineName>BBAI_VICTORY_STRATEGY_DOMINATION</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>

<Define>
<!--
 Better BTS AI: Allow AI to use Culture victory strategy logic if culture victory is enabled  
-->
<DefineName>BBAI_VICTORY_STRATEGY_CULTURE</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>

<Define>
<!--
 Better BTS AI: Allow AI to use Diplomacy victory strategy logic if diplomacy victory is enabled  
-->
<DefineName>BBAI_VICTORY_STRATEGY_DIPLOMACY</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>

<!-- City Bar -->

	<Define>
		<DefineName>BUG_CITYBAR_AIRPORT_ICONS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_CITYBAR_STARVATION_TURNS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>

<!-- City Bar Hover -->

	<Define>
		<DefineName>BUG_CITYBAR_BASE_VALUES</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_CITYBAR_HEALTH</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_CITYBAR_HAPPINESS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_CITYBAR_HURRY_ANGER</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_CITYBAR_DRAFT_ANGER</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_CITYBAR_FOOD_ASSIST</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_CITYBAR_BASE_PRODUCTION</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_CITYBAR_BUILDING_ACTUAL_EFFECTS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_CITYBAR_HURRY_ASSIST</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_CITYBAR_HURRY_ASSIST_INCLUDE_CURRENT</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_CITYBAR_TRADE_DETAIL</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_CITYBAR_COMMERCE</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_CITYBAR_BUILDING_ICONS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_CITYBAR_CULTURE_TURNS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_CITYBAR_GREAT_PERSON_TURNS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_CITYBAR_SPECIALISTS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_CITYBAR_REVOLT_CHANCE</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_CITYBAR_HIDE_INSTRUCTIONS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>

<!-- Miscellaneous Hovers -->

<!-- Production Decay (Buildings/Units) -->
	<Define>
		<DefineName>BUG_PRODUCTION_DECAY_HOVER</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_PRODUCTION_DECAY_HOVER_BUILDING_THRESHOLD</DefineName>
		<iDefineIntVal>20</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_PRODUCTION_DECAY_HOVER_UNIT_THRESHOLD</DefineName>
		<iDefineIntVal>5</iDefineIntVal>
	</Define>

	<!-- Leaderhead -->
	<Define>
		<DefineName>BUG_LEADERHEAD_HOVER_HIDDEN_ATTITUDE</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_LEADERHEAD_HOVER_WORST_ENEMY</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_LEADERHEAD_HOVER_DEFENSIVE_PACTS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	
<!-- Plot -->
	<Define>
		<DefineName>BUG_PLOT_HOVER_LAT_LONG</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_PLOT_HOVER_PARTIAL_BUILDS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>

<!-- Building -->
	<Define>
		<DefineName>BUG_BUILDING_HOVER_ACTUAL_EFFECTS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>

<!-- Unit -->
	<Define>
		<DefineName>BUG_UPDATE_UNIT_NAME_ON_UPGRADE</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_UNIT_EXPERIENCE_HOVER</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_UNIT_EXPERIENCE_MODIFIERS_HOVER</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
<!-- Specialist -->
<Define>
	<DefineName>BUG_SPECIALIST_HOVER_ACTUAL_EFFECTS</DefineName>
	<iDefineIntVal>1</iDefineIntVal>
</Define>

<!-- Tech -->
<Define>
	<DefineName>BUG_SPED_UP_TECHS_HOVER</DefineName>
	<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
	<DefineName>BUG_TECH_TRADE_DENIAL_HOVER</DefineName>
	<iDefineIntVal>1</iDefineIntVal>
</Define>

<!-- Bonus -->
<Define>
	<DefineName>BUG_BONUS_TRADE_DENIAL_HOVER</DefineName>
	<iDefineIntVal>1</iDefineIntVal>
</Define>

<!-- Action Buttons -->
<Define>
	<DefineName>BUG_CONSCRIPT_UNIT_HOVER</DefineName>
	<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
	<DefineName>BUG_CONSCRIPT_LIMIT_HOVER</DefineName>
	<iDefineIntVal>1</iDefineIntVal>
</Define>
	
<Define>
	<DefineName>BUG_HURRY_OVERFLOW_HOVER</DefineName>
	<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
	<DefineName>BUG_HURRY_OVERFLOW_HOVER_INCLUDE_CURRENT</DefineName>
	<iDefineIntVal>0</iDefineIntVal>
</Define>
	
<Define>
	<DefineName>BUG_CITY_SCREEN_REMOVE_SPECIALIST_HOVER</DefineName>
	<iDefineIntVal>1</iDefineIntVal>
</Define>
	
<Define>
	<DefineName>BUG_CDA_ZOOM_CITY_DETAILS</DefineName>
	<iDefineIntVal>1</iDefineIntVal>
</Define>

<!-- City Screen -->
<Define>
	<DefineName>BUG_CITY_SCREEN_BASE_COMMERCE_HOVER</DefineName>
	<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
	<DefineName>BUG_GREAT_PEOPLE_RATE_BREAKDOWN_HOVER</DefineName>
	<iDefineIntVal>1</iDefineIntVal>
</Define>
	
<Define>
	<DefineName>BUG_BUILDING_SAVED_MAINTENANCE_HOVER</DefineName>
	<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
	<DefineName>BUG_BUILDING_ADDITIONAL_FOOD_HOVER</DefineName>
	<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
	<DefineName>BUG_BUILDING_ADDITIONAL_PRODUCTION_HOVER</DefineName>
	<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
	<DefineName>BUG_BUILDING_ADDITIONAL_COMMERCE_HOVER</DefineName>
	<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
	<DefineName>BUG_BUILDING_ADDITIONAL_HEALTH_HOVER</DefineName>
	<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
	<DefineName>BUG_BUILDING_ADDITIONAL_HAPPINESS_HOVER</DefineName>
	<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
	<DefineName>BUG_BUILDING_ADDITIONAL_GREAT_PEOPLE_HOVER</DefineName>
	<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
	<DefineName>BUG_BUILDING_ADDITIONAL_DEFENSE_HOVER</DefineName>
	<iDefineIntVal>1</iDefineIntVal>
</Define>
	
	<!-- Production Popup Unit Training -->
	
	<Define>
		<DefineName>BUG_PRODUCTION_POPUP_TRAIN_CIVILIAN_UNITS_FOREVER</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUG_PRODUCTION_POPUP_TRAIN_MILITARY_UNITS_FOREVER</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>

<!-- Advanced Combat Odds -->
	
	<Define>
		<DefineName>ACO_ENABLED</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ACO_DEBUG</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	
	<Define>
		<DefineName>ACO_FORCE_ORIGINAL_ODDS</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ACO_IGNORE_BARB_FREE_WINS</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	
	<Define>
		<DefineName>ACO_SWAP_VIEWS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ACO_MERGE_SHORT_BARS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ACO_SHOW_MODIFIER_LABELS</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>

<!-- The following use 0 for hidden, 1 for view A, 2 for view B, and 3 for both views -->

	<Define>
		<DefineName>ACO_SHOW_BASIC_INFO</DefineName>
		<iDefineIntVal>3</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ACO_SHOW_ATTACKER_INFO</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ACO_SHOW_DEFENDER_INFO</DefineName>
		<iDefineIntVal>3</iDefineIntVal>
	</Define>
	
	<Define>
		<DefineName>ACO_SHOW_SURVIVAL_ODDS</DefineName>
		<iDefineIntVal>3</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ACO_SHOW_UNHARMED_ODDS</DefineName>
		<iDefineIntVal>2</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ACO_SHOW_AVERAGE_HEALTH</DefineName>
		<iDefineIntVal>2</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ACO_SHOW_ATTACKER_HEALTH_BARS</DefineName>
		<iDefineIntVal>2</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ACO_SHOW_DEFENDER_HEALTH_BARS</DefineName>
		<iDefineIntVal>2</iDefineIntVal>
	</Define>
	
	<Define>
		<DefineName>ACO_SHOW_UNROUNDED_EXPERIENCE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ACO_SHOW_EXPERIENCE_RANGE</DefineName>
		<iDefineIntVal>2</iDefineIntVal>
	</Define>
	
	<Define>
		<DefineName>ACO_SHOW_DEFENSE_MODIFIERS</DefineName>
		<iDefineIntVal>3</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ACO_SHOW_TOTAL_DEFENSE_MODIFIER</DefineName>
		<iDefineIntVal>2</iDefineIntVal>
	</Define>
	
	<Define>
		<DefineName>ACO_SHOW_SHIFT_INSTRUCTIONS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
</Define>
<!-- Super Forts begin -->
	<Define>
		<DefineName>AI_WORKER_MAX_DISTANCE_FROM_CITY_OUT_BORDERS</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>SUPER_FORTS_DURATION_BEFORE_REVOLT</DefineName>
		<iDefineIntVal>5</iDefineIntVal>
	</Define>
	<!-- Cap on the choke/canal value considered for city founding by AI -->
	<Define>
		<DefineName>SUPER_FORTS_AI_MAX_CONSIDERED_CHOKE_CANAL_VALUE_FOR_FOUNDING</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<!-- Additional weight an AI assignes to choke and canal points when choosing city
		sites. Set to 0 to stop AIs considering choke/canal points when choosing where to
		found a city.  -->
	<Define>
		<DefineName>SUPER_FORTS_AI_CHOKE_CANAL_FOUND_VALUE</DefineName>
		<iDefineIntVal>5</iDefineIntVal>
	</Define>
	<!-- As SUPER_FORTS_AI_CHOKE_CANAL_FOUND_VALUE, but for AIs playing defensively -->
	<Define>
		<DefineName>SUPER_FORTS_AI_CHOKE_CANAE_FOUND_VALUE_DEFENSIVE</DefineName>
		<iDefineIntVal>7</iDefineIntVal>
	</Define>
<!-- Super Forts end -->
	<Define>
		<DefineName>COLONY_NUM_FREE_DEFENDERS</DefineName>
		<iDefineIntVal>3</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>PUPPET_CULTURE_MULTIPLIER</DefineName> 
		<iDefineIntVal>50</iDefineIntVal>
	</Define>
	<!--  Advanced Diplomacy -->
	<Define>
		<DefineName>EMBASSY_ESPIONAGE_MISSION_COST_MODIFIER</DefineName>
		<iDefineIntVal>25</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>REMEMBER_WAR_ALLY_TURNS</DefineName>
		<iDefineIntVal>15</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>FREE_TRADE_AGREEMENT_ESPIONAGE_MISSION_COST_MODIFIER</DefineName>
		<iDefineIntVal>25</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>FREE_TRADE_AGREEMENT_TRADE_MODIFIER</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>POW_EXCHANGE_LENGTH</DefineName>
		<iDefineIntVal>5</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CAN_TRADE_WORKERS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CAN_TRADE_WAR_REPARATIONS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
<!--  Advanced Diplomacy end -->
	<!-- Enables the custom profiler even if profiling wasn't enabled via the in-game
		debug menu (Ctrl-D). Only works if the DLL was compiled with /DCUSTOM_PROFILER.
		See doc/custom_profiler.md for more information. -->
	<Define>
		<DefineName>FORCE_ENABLE_CUSTOM_PROFILER</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
</Civ4Defines>
